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Project: Generation 6 for Pokémon Essentials (Pokémon sprites and PBS files)

What do you mean by third typing system? Sounds interesting.
Look at my prevous post now
and for trick or treat
Code:
class PokeBattle_Move_134 < PokeBattle_Move
  def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
    if opponent.effects[PBEffects::Substitute]>0
      @battle.pbDisplay(_INTL("But it failed!"))  
      return -1
    end
    if isConst?(opponent.ability(true),PBAbilities,:MULTITYPE)
      @battle.pbDisplay(_INTL("But it failed!"))
      return -1
    end
    pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
    opponent.type3=getConst(PBTypes,:GHOST) #override the 3rd type
    typename=PBTypes.getName(getConst(PBTypes,:GHOST))
    @battle.pbDisplay(_INTL("{1} transformed into the {2} type!",opponent.pbThis,typename))
    return 0
  end
end
 
Last edited:
You have way too little code to actually implement a third type. It's thoroughly unnecessary anyway, just for the sake of one or two move effects (which I presume don't stack).
 
Finally, I have internet once agan! well... I'll be working again in a new project and I was thinking about improving my old scripts, if that happens I will post them immediately.

Code:
Grass Immunity to Powders, AlexTCGPro (PokeBattle_Effects ??? CONFIRMATION REQUESTED)

I think it was in PokeBattle_MoveEffects or something like that, I will confirm it later,couldn't use essentials for about six months and I forget about almost everything...
 
Hello All! I have some amazing news for you all! I have been following your posts, and I wanted to include Gen 6 Updates. Unfortunately, I am quite a terrible scripter. I actually went and found out that the creator of the pokémon game, Pokémon Reborn, which is an essentials completed game, has her own webpage. I contacted her, and I wanted to use her Gen 6 stuff. She allowed me full use of it. With credit of course. So, I have contacted her once again, and she, who goes by Amethyst, has allowed me to give you the same resources. All Gen 6 Moves are complete, function codes and everything. All gen 6 Abilities are complete, function codes and everything. All Gen 6 Pokémon are complete. Everything from Gen 6 is complete. The only thing I'm not sure if it is complete or not, is Megas. To my knowledge, this is incomplete. However, please do let me know in this thread, if you guys would want me to post how to get the files and data and scripts and stuff. Credit will still be required to Amethyst, but not to me.


Thanks again!

Pokégod7020
Thanks for the amazing idea! The Reborn has a Thread here too. The pack is the one at https://sdrv.ms/1bwzaSv ?
 
Yeah.. Um. I don't think that is the reborn package. She gave me a PBS folder, which had all the PBS stuff in it. What I did is I copied all the files in the Reborn game itself, and pasted it into a new RMXP game, overwriting everything there. So yeah.
 
Hello All! I have some amazing news for you all! I have been following your posts, and I wanted to include Gen 6 Updates. Unfortunately, I am quite a terrible scripter. I actually went and found out that the creator of the pokémon game, Pokémon Reborn, which is an essentials completed game, has her own webpage. I contacted her, and I wanted to use her Gen 6 stuff. She allowed me full use of it. With credit of course. So, I have contacted her once again, and she, who goes by Amethyst, has allowed me to give you the same resources. All Gen 6 Moves are complete, function codes and everything. All gen 6 Abilities are complete, function codes and everything. All Gen 6 Pokémon are complete. Everything from Gen 6 is complete. The only thing I'm not sure if it is complete or not, is Megas. To my knowledge, this is incomplete. However, please do let me know in this thread, if you guys would want me to post how to get the files and data and scripts and stuff. Credit will still be required to Amethyst, but not to me.


Thanks again!

Pokégod7020

You should totally tell us how to get the files. I'm sure a lot of people would appreciate it, including myself lol
 
Alright. So, to get the scripts and stuff, download Pokémon Reborn as if you were going to play it. Then, create a new RMXP game. Not an Essentials Game. RMXP Game. Copy all the files from the reborn folder into the new RMXP game folder, overwriting all files, EXCEPT for Game.Rxproj. This will allow you to open it in RMXP. Open it, and just get the stuff from the Script Editor. Done. I will soon post a skydrive/onedrive/googledrive link to download the PBS folder. Please, do not misuse these files. Amethyst has requested that you don't share any of this stuff on other forums. Be sure to credit her, but you don't have to credit me. Unless you want to. JK. just credit her.
 
Alright. So, to get the scripts and stuff, download Pokémon Reborn as if you were going to play it. Then, create a new RMXP game. Not an Essentials Game. RMXP Game. Copy all the files from the reborn folder into the new RMXP game folder, overwriting all files, EXCEPT for Game.Rxproj. This will allow you to open it in RMXP. Open it, and just get the stuff from the Script Editor. Done. I will soon post a skydrive/onedrive/googledrive link to download the PBS folder. Please, do not misuse these files. Amethyst has requested that you don't share any of this stuff on other forums. Be sure to credit her, but you don't have to credit me. Unless you want to. JK. just credit her.

All hail Ame. Love me some Pokemon Reborn anyways. I'll be sure to credit her and you for the PBS folders :)
 
Hey thanks. Later tonight, I'll upload the files. for PBS.
 
Like I promised. Gen 6 Updates finished.

https://ge.tt/61kmJ6o1?c?c

Personally, I suggest we start a Gen 5 updates. JK. Let's take it one step at a time.

What a fantastic resource! Amethyst has really generously helped out a lot of us who aren't great at scripting, and I'll definitely be giving her credit for all the work she's done!

edit: Oh yeah and I've tested out a few things and it all seems to work nicely.
 
Amethyst is really generous for helping people out. But unfortunately so far copying over the Reborn scripts made everything all whacked out specifically, the battle system. When I'm doing battles, the moves don't do damage or anything, nor do they show the animation. I don't know what else might be weird. Can you guys help?

What scripts all need to be copied? I have some of the scripts for my game customized already and I don't want to undo that if I don't have to.
And also, is King's Shield glitchy? When I coped over the scripts I had to find a line mentioned King's shield and delete it to even run the game test. I'm not the best at scripting but trying to figure out what might be wrong is like finding a needle is a several thousand line long haystack.
 
Here's a code for Spiky Shield

My code for spiky shield

In PBEffects after Yawn (around line 104) add this
Code:
SpikyShield     = XXX #Whatever your next number is


PokeBattle_Battler around line 393, under the line
Code:
@effects[PBEffects::Protect]          = false

add

Code:
@effects[PBEffects::SpikyShield]     = false


In PokeBattle_Battler under the section

Code:
    if target.effects[PBEffects::Protect] && (thismove.flags&0x02)!=0 && # flag b: Protect/Detect
       !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!",target.pbThis))
      @battle.successStates[user.index].protected=true
    return false
    end

add this
Code:
        # Spiky Shield
    if target.effects[PBEffects::SpikyShield] && (thismove.basedamage > 0) && !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!", target.pbThis))
      @battle.successStates[user.index].protected=true
      # physical contact
      if thismove.hasFlags?('a')
        user.pbReduceHP((user.totalhp/8).floor)
      @battle.pbDisplay(_INTL("{1} Hurt the target!", target.pbThis)) #There's probably a better way to display this. I was just in a hurry.
        end
      return false
    end


In PokeBattle_Battle in the "# End of round." section under
Code:
@battlers[i].effects[PBEffects::Protect]=false

put
Code:
@battlers[i].effects[PBEffects::SpikyShield]=false



And in PokeBattle_MoveEffects, add this

Code:
################################################################################
# 137- Spiky Shield
################################################################################
class PokeBattle_Move_137 < PokeBattle_Move #Change this number to whatever your next available one is.
  def pbEffect(attacker, opponent, hitnum=0, alltargets=nil, showanimation=true)
    ratesharers = [
        0xAA,    # Detect, Protect
        0xAB,    # Quick Guard
        0xAC,    # Wide Guard
        0xE8,    # Endure
        0x137    # Spiky Shield       #Make sure to change this number to whatever you used
    ]

    if !ratesharers.include?(PBMoveData.new(attacker.lastMoveCalled).function)
      attacker.effects[PBEffects::ProtectRate]=1
    end

    if @battle.pbRandom(65536) > (65536/attacker.effects[PBEffects::ProtectRate]).floor
      attacker.effects[PBEffects::ProtectRate]=1
      @battle.pbDisplay(_INTL("But it failed!"))
      return -1
    end

    pbShowAnimation(@id, attacker, nil, hitnum, alltargets, showanimation)
    attacker.effects[PBEffects::SpikyShield]=true
    attacker.effects[PBEffects::ProtectRate]*=2
    @battle.pbDisplay(_INTL('{1} shielded itself against damage!', attacker.pbThis))
    0
  end
end

Finally, make these changes to these sections. You're just adding Spiky Shields Function.
# If user would be KO'd this round, it survives with 1HP instead.
Code:
     0xAA,   # Detect, Protect
     0xAB,   # Quick Guard
     0xAC,   # Wide Guard
     0xE8,   # Endure
     0x137   # Spiky Shield #Make sure to change this number to whatever you used

# User is protected against moves with the "B" flag this round.
Code:
     0xAA,   # Detect, Protect
     0xAB,   # Quick Guard
     0xAC,   # Wide Guard
     0xE8,   # Endure
     0x137   # Spiky Shield #Make sure to change this number to whatever you used

That should be it. Not sure anyone even wants this, but I thought I'd throw it up here anyways.
 
Last edited:
Also you can make this King's Shield by changing
Code:
        # Spiky Shield
    if target.effects[PBEffects::SpikyShield] && (thismove.basedamage > 0) && !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!", target.pbThis))
      @battle.successStates[user.index].protected=true
      # physical contact
      if thismove.hasFlags?('a')
        user.pbReduceHP((user.totalhp/8).floor)
      @battle.pbDisplay(_INTL("{1} Hurt the target!", target.pbThis)) #There's probably a better way to display this. I was just in a hurry.
        end
      return false
    end

to this

Code:
    if target.effects[PBEffects::KingsShield] && (thismove.basedamage > 0) && !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!", target.pbThis))
      @battle.successStates[user.index].protected=true
      # physical contact
      if thismove.hasFlags?('a')
        user.pbReduceStat(PBStats::ATTACK, 2, true)
      end
      return false
    end
 
Last edited:
Also you can make this King's Shield by changing
Code:
        # Spiky Shield
    if target.effects[PBEffects::SpikyShield] && (thismove.basedamage > 0) && !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!", target.pbThis))
      @battle.successStates[user.index].protected=true
      # physical contact
      if thismove.hasFlags?('a')
        user.pbReduceHP((user.totalhp/8).floor)
      @battle.pbDisplay(_INTL("{1} Hurt the target!", target.pbThis)) #There's probably a better way to display this. I was just in a hurry.
        end
      return false
    end

to this

Code:
    if target.effects[PBEffects::KingsShield] && (thismove.basedamage > 0) && !target.effects[PBEffects::ProtectNegation]
      @battle.pbDisplay(_INTL("{1} protected itself!", target.pbThis))
      @battle.successStates[user.index].protected=true
      # physical contact
      if thismove.hasFlags?('a')
        user.pbReduceStat(PBStats::ATTACK, 2, true)
      end
      return false
    end

Don't you need to include the Contrary code too? So it uppers attack instead of lowering it.

Btw, i'm definitely going to use this and credit you. Nice job man! =)
 
Don't you need to include the Contrary code too? So it uppers attack instead of lowering it.

Btw, i'm definitely going to use this and credit you. Nice job man! =)

King's shield lowers the opponents attack if they hit you though. Why would it need to raise it o.O

And no need to credit. It was a pretty simple code. Just thought I'd save others the bother of piecing it together :)
 
King's shield lowers the opponents attack if they hit you though. Why would it need to raise it o.O

And no need to credit. It was a pretty simple code. Just thought I'd save others the bother of piecing it together :)

No, i meant the ability Contrary, which causes all effects that would lower a stat to increase it instead, and all effects that would increase a stat to decrease it instead. For example, a Serperior with Contrary using Leafstorm would get a +2 special attack, instead of a -2.
 
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